I bought the little, grey NES (Nintendo Entertainment
System) in 1988 for my then four year-old son. I assured
my wife that the side-scrolling, leaping and bopping antics
of the cute plumber Mario, would improve our son’s
hand-eye coordination and keep him amused for hours.
I
was right of course, on both counts, but what failed to
appear in my crystal ball was the vision of me staring
mesmerized at the television screen, hunched over a video
game controller, elbows flying, shoulders twitching and
fingers frantically stabbing at tiny buttons. It appeared
that my Pinball Wizard gene, which dominated my entertainment
hours in the 60's and 70's had not disappeared as I once
thought. It was merely dormant, awaiting the correct environmental
and physiological stimuli before re-appearing in a new,
slightly- mutated form.
Super
Mario Brothers and Duck Hunt, the games that came with
the system, were bad enough. All three of us took our
turns in front of the television, grudgingly giving way
to the next-in-line when we “died.” My wife’s
interest waned over the weeks, and surprisingly, so did
my son’s. Mine might have as well, if I hadn’t
purchased Zelda II- The Adventures of Link.
This
game was as different from Mario as haute cuisine is to
fast food. It had a plot. There was a hero (me). There
was a princess to be rescued, treasure to be found, hordes
of monsters to destroy, devious puzzles to solve and at
the end, a fiendishly-diabolical villain to be vanquished.
It was one of the first video games to come with a battery
which enabled players to save their progress and return
later to continue their quest from that point.
It
took me countless hours of furious button-smashing spread
out over several weeks before I got to the end of the
game. My family had become resigned to the sight of my
back, sitting in a kitchen chair four feet from the television
screen. They became caught up in my excitement, groaning
loudly at each untimely “death,” cheering
me on as I slowly overcame a succession of obstacles and
neared my goal.
My
final battle with the evil Ganon was epic. My euphoria
as I finally triumphed could not have been any greater
had I been the first to conquer Everest. But my victory
came with a cost, and a heavy one it was.
Both
of my thumbs were blistered and sprained, picking up a
cup of coffee required both hands and a lot of planning.
Worse, although sharing my joy and pain, my wife informed
me that she would like to watch an actual program on the
television once in a while.
Suddenly,
I understood post-partum depression. The elation at the
culmination of my long labour gave way to pain and an
awful, empty feeling.
One
problem was easily remedied. We bought a second, smaller
TV for the family room and hooked up the Nintendo to that.
Gradually my thumbs got better, but the damage had been
done. Even the relatively simple jumping of the Mario
game awakened the now-familiar aching. My days as a fast-twitch
player had come to a crashing halt, at the tender age
of 37.
Disconsolate,
I
wandered to my local game rental store to pick up something
new for my son to try. The owner, Linda, was familiar
with my sad tale and broke into a wide grin as I entered.
Brandishing a new game, she announced that my troubles
were over. Its name was Dragon Warrior and Linda was correct.
Dragon
Warrior was the first true console RPG ( Role Playing
Game) to hit our shores. A huge hit in Japan, Nintendo
was reluctant to translate it and bring it over to North
America, thinking its slow, deliberate pacing would be
unsuited to its target audience here. Although the Zelda
series had RPG elements: puzzles to solve, a quest and
several mini-quests within the main one; its actual gameplay
was much more action-oriented than a traditional RPG.
Combat in a true role-player is thoughtful and turn-based.
The player can take a little time to decide which action
to perform and then do it with a single push of a button.
I
fell in love with Dragon Warrior and my thumbs thanked me.
I played long into the night, every night. I thought about
it at work, planning my next move, devising new strategies
for defeating that boss monster who consistently bested
me. I was honestly surprised that my friends and siblings
did not seem to share my enthusiasm. I endured much good-natured
heckling about being hooked on a “kids’”
pastime. I didn’t read nearly as much as I used to
and most of my formerly-favourite television programs went
unwatched. As the years passed, most of my friends and family
accepted the fact that playing video games was what I “did."
A couple expressed serious concern that I was wasting my
time and risked terminal vegetation.
I
used an analogy that was familiar and true in my explanation.
A good role playing game is very much like an interactive
novel. There are some basic elements that remain essentially
unchanged from game to game. The hero, and often his/her
party members always start each game inexperienced and
poorly equipped. Some calamity occurs and the adventurers
set out on a series of quests leading to the ultimate
conquest of some dread evil-doer.
By
fighting battles which increase in difficulty as the game
progresses, the player earns gold with which he can purchase
better weapons and armor. Treasure chests can yield valuable
items or spells for magic users. Story lines can be complex
and characters fully-fleshed, complete with differing
personalities. Some parts of the better games can be laugh-out-loud
funny and others can be very moving. Many of the best
games are non-linear, meaning the player can roam about
the “world” encountering other people, exploring
other towns in a nearly-random fashion while the story
slowly reveals itself.
Flash-forward
to today.
I
have another son now, a 14-year old. Our basement wreck-room
is now home to three television sets to which five video
game systems are hooked. We have two other portable hand-held
systems. I am typing this on a computer for which we have
also purchased some games.
Although
not as popular among the younger players as racing games
and “beat-em ups” (the under-25 set still
drives the market) RPGs have carved out their own niche
and their adherents are fiercely devoted to their favorite
genre. Along the way I have also come to enjoy some of
the war-based strategy games, especially those set in
feudal Japan or ancient China. I can now spend many happy
hours either battling orcs or cheerfully taking over the
world.
Last
year, the video game industry grossed more money than
the movie business. That trend is likely to continue.
It’s not only teens and twenty-somethings who go
to movies and there are a lot of slow-thumbed, older gamers
like me who derive a lot of enjoyment from playing video
and computer games. They are just a little shy, and perhaps
ashamed to admit to this guilty pleasure. Not me.
My
name is Frank, and I am a Vidiot.